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Messages - Russel

Pages: 1 ... 6 7 [8] 9 10 ... 158
106
Help & Editing / Re: I need help with loops.
« on: August 26, 2016, 02:44:20 PM »
You need to get a program like Winamp or Audacity that can edit the tags of a music file. Things like Name, Author, etc.
After this, you add a new tag named LOOP_START, with the value of the tag being the time you wish for the loop to start.

Say the intro of a song ends at 5.432 seconds. The value of the tag should be :5.432.
That's it, really.

If you need examples, you can look at pretty much any track from LegoPack or MM8BDM-v5.
8BDM uses sample position instead of time, in Audacity this can be viewed by changing the units viewed under Selection Start at the bottom of the editor.

107
Help & Editing / Re: How do I start the deathmatch? ._.
« on: August 26, 2016, 02:33:12 PM »
You press fire to start a selected stage and jump to cancel. Dr. Light explains this when you step on, but it's not the easiest thing to read in the default message time.

108
Closed / [BUG] LIGHTTV patch replaced by texture of the same name
« on: August 22, 2016, 12:57:40 PM »
Basically:


This can be fixed simply by changing their the name of the texture introduced in v5 or by changing the patch name in the v4 credits wad and remapping the texture definition accordingly.

I recommend the latter seeing as it's less likely someone replaced LIGHTTV [patch] than it is someone would use the texture in a map.


This is primarily here for reference by either me or Cutman Mike.

109
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 18, 2016, 01:25:46 AM »
EDIT: Nvm i fixed it had to use a blank white texture as the png

(click to show/hide)

dang that's cool

Not to shit on progress or anything but uhh
why not use non-solid 3D floors with a white box texture and then actors to act on the physics?

Like I'm not all against models, but software still exists. I know it sucks, but generally speaking alternatives for arguably the most important option in this game would be wise.

110
Closed / [BUG] CTF Flags are fucking short
« on: August 16, 2016, 03:55:14 PM »
CTF flags are as tall as those dinky stairs people now use everywhere.
This was fixed in core Zandronum but we still haven't addressed this.

People should be allowed to jump and dunk the flag, so here's a wad that fixes it:
TallFlags.wad
Note: This wad messes up custom teams.
Also there's a white flag in this wad that shouldn't be used at all.


111
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 16, 2016, 04:34:21 AM »
Name: Rainbow In The Dark, Russel;
Haven't used Lego as a name in quite a while, honestly.
Contacts: Discord - Russel [you know it's me cause of the cartoon croc]
Zandronum IRC - LegoCS
Preferred Stock Skin(s): Concrete Man, Frost Man, Mega Water S. [In order of preference - Concrete and Frost are on close to the same level.]
Favorite Game Mode(s): idunno I think I like the CTF-objective modded modes. KoTH, Evil Escort, and probably Attack The Fort. I haven't had the chance to try the latter of the three but I greatly enjoyed the small amount of time I spent playing the other two. Aside from that I enjoy Duel and TLMS.

Favorite Weapon(s): Copy Vision, Hard Knuckle, Skull Barrier
Favorite Stock Map(s): MM2BUB, MM3NEE, MM7STR, MM7SPR, MM8AST, MM9TOR, MM9FAK

Favorite Class: Frost Man

Greatest Rival(s): Sometimes I swear SmashBroPlusB has it out for me. I sometimes notice him peeking from behind the corner. As if he's like... following me or something. I lay awake at night afraid that one day he'll find a way to best me at something. Beat me to some niche I have yet to discover.
And then I just punch him and everything's fine again.
Play Time: Generally I'll play whenever I can get a group together. Often this is to try something new or cool, or just relax and play something casually.
Reputation: Apparently I'm actually a crocodile. But don't worry. I don't bite. ...Usually.
Official Expansion Contributions: I'm the guy you can blame for having to update all your mods!
v5: New code base for every single weapon, updates to Copy Vision, Leaf Shield, and Centaur Flash. While I did handle the under-the-hood stuff, I'm not usually the one who comes up with the ideas for updates unless there's something that pissed me off.
maps: MM7TUR, MMBMUS (along with Freeman and others), MM9CON, MM9DW2, MM9DW3 (along with Korby); Updates to MM7SLA, MM7SHA and several others.
Custom Expansion Contributions: Assistance with the programming for DOS reborn, eventually MMDSHA.
Current Projects: I should probably update LegoPack since Mike stole my code!! B-TLMS, maybe GVHBDM again?? Idunno.
Anything else?: I'm suuuuper glad v5 was a success. I put quite a lot of time and energy into making sure everything was in a fairly presentable state in addition to keeping as much organized as I could.
Plans for the future?: Sleep. Gather plans for 5b and v6. Get ready for what is hopefully my last year of college.


honestly i primarily made this because my names are probably difficult for people to keep track of

112
Help & Editing / Re: Custom Health/Weapon Ammo Messages
« on: August 15, 2016, 06:11:33 AM »
Alright so first off you open the console and type "chat_substitution 1"

Then, open a chat message and type "$health". If it displays a number, then it worked.

The commonly used recognized strings are $health, $ammo, $weapon, and $ammocount.

There are also custom ones added in a modified Zandronum client, which can be found here.

113
Help & Editing / Re: I need help making a class
« on: August 14, 2016, 12:10:59 AM »
Simply fixing it for you wouldn't really help you if you wanted to continue developing the class, would it?
Let's see what the problem is.

Whenever Zandronum throws an error about an unexpected anything, it's because the engine thinks there should be something else there or there's something there that shouldn't be there.
It tells you which line in any given file to look at.

In this case, the actor "PhaserBoss", the weapon, is inheriting from a projectile.
As with several other things, actors are a general "object" or "box" that has certain features aligned with it.
There are different types of these "boxes" each with their different rules and features. A player can hold an inventory-type actor but not a projectile-type actor. An weapon-type actor can have certain values adjusted that other player-type actors cannot.

Weapon.ammouse is aligned with a weapon-type box. This means that anything that isn't weapon-type cannot use weapon.ammouse.
Currently the actor "PhaserBoss" set itself to be projectile-type by having the ": FastProjectile" at the end of the header.

Let's take a good look at this line of code:
Code: [Select]
actor PhaserBoss : FastProjectile 18000
Alright. The first two words are standard for creating any object.

"actor" tells the game that you're about to create a new object. This could turn out to be anything from a shoelace to Gamma's flame cannon.

"PhaserBoss" tells the game that this new actor is called PhaserBoss. Nothing else to say here, really.

The colon tells the game that you're going to be using features from another "box" or "type" of actor. This is required in making weapons and items because there are certain features in those actors that you can't access without telling the game you wish to use these "types" of objects.

Finally, we have FastProjectile. This tells the game what type of object you wanted your weapon to be. This doesn't work in the way you think. You attempted to create a FastProjectile-type actor when that isn't something you can hold in your hands. That's fine, you're just starting out.
Let's go ahead and change FastProjectile to BaseMM8BDMWep.

Code: [Select]
actor PhaserBoss : BaseMM8BDMWep 18000There we go! Now it should work fine, right?

No, actually. You applied the same thought to the copywep, which is defined later in the file. But we'll get to that in a moment, there's one more thing I need to address.

That 18000 is the number the game would use to place your weapon in a map. This means that if you were to try and make a custom map to run with your class's wad, that weapon could be placed into a map where people go walk up and get it.
This doesn't really make sense for a class weapon, so let's take that off. Hold on to that number though, cause we'll need it again in a moment.

Code: [Select]
actor PhaserBoss : BaseMM8BDMWep
Alright, so this looks correct! Let's go try to run the game.

Code: [Select]
Script error, "class.pk3:actors/classes/coolclass/coolwep.txt" line 138:
Unexpected '1' in definition of 'PhaserWep'

Uhh... Huh? It's the same error.

Nah, it's slightly different. Take a look at where the error is occurring.
Line 138 instead of line 16, the number's 1 instead of 0 and the actor is PhaserWep instead of PhaserBoss.

Fixing the issue is the same process though.

Code: [Select]
actor PhaserWep: FastProjectileThis is what we have currently, so can you figure out what needs to be done?

Yeah, change FastProjectile to BaseMM8BDMWep.
That's all that needs to be done to run the game.

This wad's also got a ton of other errors but those are primarily because the character creator base is horribly, horribly outdated. Regardless, it runs.

But there's one more thing I wanna do with this before we close up.

Remember that 18000 earlier? The thing that would allow you to place a weapon into the map?

Let's put that at the end of PhaserWep so we can place the Mega Man copy weapon onto a map.

Code: [Select]
actor PhaserWep : BaseMM8BDMWep 18000
Perfect.



I hope this helped and didn't feel too insulting. I know little about you and wanted to try and step you through the problem rather than posting a wad with else done.
If you have any other problems, feel free to ask. I'll probably try and post an updated character creation wad that works properly with version 5.



114
Tutorial Collection / Re: how to
« on: August 10, 2016, 10:06:37 PM »
You find the file in the old folder called "zandronum-[username].ini" in your old folder  and copy it into the new folder.
"[username]" is the name of the computer's user.

In my computer, for example, I'd need to find zandronum-lego.ini and copy it into the folder I'm running with MM8BDM version 5.

115
Rejected / Re: Differing paths bug
« on: August 08, 2016, 07:37:34 PM »
(click to show/hide)

116
Anything Goes / Re: Cutstuff Sanctuary
« on: August 08, 2016, 05:28:46 AM »
While I may not have any real solution to these concerns, I recommend turning to people at your college. Ask an advisor what you should do, find counseling.

I'm sorry if that seems really basic and straight, and may even be something you've already tried. I'm just not sure how else I can help you in this state.
My only remaining recommendation is to just quit school or finish what you can, take the winnings, and leave. Find work and build a life. Try again when you find yourself able to.

Life sucks sometimes and the best I can tell you is to bear with it and go with the grain.
I wish you the best of luck.

117
Closed / Re: Charge Weapon Release Precision
« on: August 03, 2016, 05:00:59 AM »
Yeah..
I get what you mean.

Magma Bazooka was horrible about it during development because of its four-frame charge animation.
It was changed to use a similar thing you mentioned here.

Moved to pending.

118
Closed / Re: [Suggestion] Return Time Stopper to Eddie
« on: August 02, 2016, 11:08:54 PM »
I think this happened when the weapons arrays got changed for v5.
Their format was built for supposed ease of extension, as it reduced the number of places information needed to be entered for a weapon to fully function within the game's systems.

It'll be re-added to Eddie.

119
Help & Editing / Re: compiler being difficult
« on: August 02, 2016, 10:49:32 PM »
Okay, alright.
I planned on posting a thread about updating mods to version 5, but since I'm really slow with it, may as well post it here already.
Turns out ACC updated without me knowing and Version 5's ACS isn't compatible with it because the developers changed the rules.

You have two options:
1) Use my version of the ACC compiler and libraries. These are outdated in relation to the current release of ACC, but they contain everything necessary to compile 8BDM's ACS in version 5.

2) Note that this method has not been fully tested and may cause issues.
Use the latest ACC, but copy these variables into the file zdefs.acs:
Code: [Select]
// Zandronum game events ----------------------------------------------------
#define GAMEEVENT_PLAYERFRAGS 0
#define GAMEEVENT_MEDALS 1
#define GAMEEVENT_CAPTURES 2
#define GAMEEVENT_TOUCHES 3
#define GAMEEVENT_RETURNS 4
#define GAMEEVENT_ROUND_STARTS 5
#define GAMEEVENT_ROUND_ENDS 6
#define GAMEEVENT_ROUND_ABORTED 7

// Zandronum gamemode states ------------------------------------------------
#define GAMESTATE_UNSPECIFIED -1
#define GAMESTATE_WAITFORPLAYERS 0
#define GAMESTATE_COUNTDOWN 1
#define GAMESTATE_INPROGRESS 2
#define GAMESTATE_INRESULTSEQUENCE 3
[this information goes after the database definitions]
After that, you'd want to use a version of the ACS that can be compiled and run using the new ACS compiler:
Download
This code should be almost identical to v5a's ACS code, with the only differences being library placements.

I apologize for this inconvenience and it will be addressed in full once version 5b has been released.

120
Closed / Re: Bug - Plug Ball and Slopes
« on: August 02, 2016, 10:26:55 PM »
Plug Ball has always been the most uncooperative weapon. Due to the way it functions, it has been more likely to expose issues with this game's bounce engine in addition to having an absurd tendency to desync online.

Towards the end of v5's development I had nearly lost my patience with the thing and said that if it had experienced any more severe issues with desync or sticking or bouncing off invisible things or what have you, I was going to rebuild the weapon from the ground up to have a completely different intended behavior.


We'll look into fixing the issue with the inability to spawn it going up slopes.
I'm not sure what to do about the bouncing off the top of slopes thing, as the only way to allow it to climb slopes was to use step height. Anything higher than the current value will allow them to climb most conventional and walkable stairs.
The jitter going down is relatively normal for projectiles of its type, but we'll see about addressing it for 5b, assuming it doesn't cause too many issues in doing so.

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